using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using TD.Interface;
using TD.Interface.Menus;
using TD.TheGame;


// DrawOrder
// [0x00000000-0x07FFFFFF] = Level (Mark)
// [0x08000000-0x0FFFFFFF] = Interface (Jiri)
namespace TD
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public TextureManager TextureManager { get; set; }
        public InputManager InputManager { get; set; }
        public SoundManager SoundManager { get; set; }
        public SongManager SongManager { get; set; }
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;
        private MainMenu mainMenu;
        private ActionScreen actionScreen;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            graphics.ApplyChanges();
            Content.RootDirectory = "Content";
            Window.Title = "Defend All Ages";
            //this.IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Create the managers.
            TextureManager = new TextureManager(this);
            InputManager = new InputManager(this);
            SoundManager = new SoundManager(this);
            SongManager = new SongManager(this);

            // Add the managers.
            this.Components.Add(TextureManager);
            this.Components.Add(InputManager);
            this.Components.Add(SoundManager);
            this.Components.Add(SongManager);

            // Add the texture manager to game services.
            this.Services.AddService(typeof(TextureManager), TextureManager);

            // Cursor
            Cursor cursor = new Cursor(this);
            this.Components.Add(cursor);

            // Action screen
            actionScreen = new ActionScreen(this);
            this.Components.Add(actionScreen);

            // The menus
            mainMenu = new MainMenu(this);
            this.Components.Add(mainMenu);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
#if DEBUG
            // Allows us to quickly exit the program.
            if (InputManager.IsKeyPressed(Keys.F1))
                this.Exit();
#endif

            // Allows us to look at it fullscreen wise.
            if (InputManager.IsKeyPressed(Keys.F11))
                graphics.ToggleFullScreen();

            // Go into the menu/game.
            actionScreen.Enabled = !mainMenu.InMenu;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
